Unearthed Arcana: Mass Combat This Is Playtest Material in large enough groups. For instance, five CR 1/2 The material here is presented for playtesting and to creatures provide a BR of +1. Smaller groups of spark your imagination. These game mechanics are in CR 1/2 creatures provide no BR. draft form, usable in your campaign but not refined by In combat, a unit’s BR can be reduced by being design iterations or full game development. They aren’t attacked, going as low as 0 or a negative number. officially part of the game and aren’t permitted in D&D See the “Attacks” section later in these rules for Adventurers League events. details. If we decide to make this material official, it will be refined based on your feedback, and then it will appear Battle Rating by Challenge Rating in a D&D book. CR BR 1/8 +1 per 20 creatures The mass combat rules are designed to allow 1/4 +1 per 10 creatures you, the DM, to determine the outcome of battles 1/2 +1 per 5 creatures involving hundreds of combatants with a few die 1 +1 per 2 creatures rolls. It also zooms down into the action with 2 +1 enough detail to allow player characters the 3 +2 chance to affect the outcome of a battle. 4 +3 The system works by giving each creature a 5 +4 battle rating based on the creature’s challenge 6 +5 rating. Battle rating is an abstract measure of a 7 +6 creature’s combat effectiveness. 8 +8 To make managing hundreds, or even 9 +10 thousands, of creatures at a time easier, 10 +12 creatures in the mass combat system are 11 +16 organized into units. A unit might include 12 +18 hundreds of individuals. 13 +22 14 +26 Each unit involved in a battle also has a 15 +30 morale rating. Morale measures the unit’s 16 +34 motivation to engage in battle. Units with high 17 +38 morale are willing to fight to the death, while 18 +42 ones with low morale are likely to fall apart in 19 +46 the face of adversity. 20 +50 Commanders play a key role in resolving battles. Each unit has a commander, whose Charisma modifiers applies to initiative and Creating Units morale. A unit is a single, cohesive group of soldiers that is organized to fight together. A unit can Battle Rating comprise up to 400 Tiny, Small, or Medium creatures. Larger creatures take up more space The mass combat rules rely on a creature’s battle when counting toward that limit, as shown in the rating (BR) to summarize its effectiveness in Creature Size in Units table. To count toward a combat. A creature’s BR is based on its challenge unit’s limit, a creature must have a BR. rating (CR), as shown in the Battle Rating by Challenge Rating table. BR encompasses a Creature Size in Units creature’s attacks, hit points, AC, and special Size Space in Unit abilities by relying on CR as a summary of its Tiny 1 power. Small 1 BR starts as a bonus, from +1 to +50. A Medium 1 creature of CR 1 or lower is too weak to provide Large 4 a BR on its own. The table shows that such Huge 9 creatures provide a +1 bonus when they gather Gargantuan 16 ©2017 Wizards of the Coast LLC 1 For example, a unit could include 50 Large investment in the outcome, and any other factors creatures and 200 Medium ones. The total space that you think should play a role. taken up is 400, 200 for the Large creatures and 200 for the Medium ones. Morale Ratings Morale Description Commanders –10 Openly rebellious Each unit must have a commander. The –8 Mutinous commander needs to be one of the creatures –4 Disgruntled –2 Shaky included in the unit but does not count toward 0 The typical unit determining the unit’s size. Note the +2 Motivated commander’s Charisma modifier. +4 Stalwart +8 Fanatic BR Total +10 Unbreakable Once you have created a unit, total up the BR values of its creatures, including its commander. As a rule of thumb, start a unit’s morale at 0 on The total is the unit’s BR. the Morale Ratings table. For each factor that For creatures that are mounted, such as decreases the unit’s morale, shift one row up the knights riding a horse, add the BR for the mounts table. For each factor that improves it, shift one based on their CR, just as you would for any row down. When you’re done with this exercise, other creatures. you have a good idea of the unit’s morale rating. Or you can simply assign a morale rating based Unit Space on your judgment. A unit takes up a space that measures 100 feet Finally, you alter the morale rating based on on each side regardless of how many creatures the unit commander’s Charisma modifier. Add are in it. The unit’s size is an abstraction to make the commander’s Charisma modifier to the unit’s tracking units on the battlefield easy in play. morale, to reflect the commander’s ability to motivate and lead. Ranged Attackers A unit can make ranged attacks if all its Factors Affecting Morale members, other than its commander, can make Here are some of the factors that can reduce a an attack with a range of at least 100 feet on an unit’s morale rating: at-will basis. If this is the case, note the shortest maximum range of its members’ ranged attacks. • poor treatment by a commander or allies This is the unit’s maximum range. • animosity toward an allied unit • low or no pay Unit Design • no stake in the battle’s outcome It’s best to organize similar or identical creatures into a • incompetent or ill-prepared commanders unit. The rules aim to remain simple by reducing a unit’s • a daunting, overwhelming foe abilities to the lowest common denominator. • poor equipment Morale Rating The reverse of any of those factors can improve morale. Morale is a rating like an ability score modifier. It ranges from –10 to +10. These rules sometimes Running Battles require a unit to make a check using its morale rating; roll a d20, add the unit’s morale rating, These rules use a structure like the combat rules and compare the total to the relevant DC, just as in the Player’s Handbook. The biggest change for an ability check. centers on resolving attacks, which uses BR You select a morale rating for each unit rather than attack rolls, AC, and damage. involved in a battle. Assign the rating based on how the unit has been treated by its allies and Time commanders, the stakes of the battle, the unit’s The mass combat rules use a timescale different from the regular combat rules, with 1 round ©2017 Wizards of the Coast LLC 2 representing 1 minute of action. This timescale attacks at. Full details on resolving attacks are accounts for the time and complexity needed to given in the “Attacks” section below. maneuver hundreds or even thousands of Dash. A unit that dashes increases its speed for combatants. its turn. This increase equals the unit’s speed. Defend. A unit that defends focuses on Initiative building a shield wall or otherwise making itself You don’t roll initiative for units. Instead, each harder to hurt. Until the end of its next turn, unit has a fixed initiative: units that attack it suffer disadvantage on their BR checks. Initiative = 10 + unit morale rating + Disengage. A unit that is adjacent to an enemy commander’s Charisma modifier unit normally can’t move. If the unit takes the Disengage action, it has the chance to move Units act in order of initiative, from highest to away. The unit must immediately make a DC 10 lowest as normal. In the event of a tie, randomly morale check. If it fails, it loses its action and determine the order in which the tied units act. doesn’t move. If it succeeds, it can move up to Determine this once, and then use that order for half its speed. During this move, it doesn’t need the rest of the combat. to stop if it moves adjacent to an enemy unit. As in the regular combat rules, a unit can move Guard. A unit that guards prepares to attack and take one action on its turn (see “Action any enemy that draws close to it. The next time Options” below). A unit can use some or all of its an enemy unit enters a space adjacent to this movement before taking its action, and can then unit, it immediately makes an attack against the use the rest of its movement after acting. enemy unit. Speed Attacks A unit’s speed equals 10 times the lowest speed Attacks in the mass combat rules use opposed of its members. It can use movement modes, BR checks to determine which side has the upper such as flight, only if every member of the unit hand. can use it. Don’t count the speed of mounted A unit can attack an adjacent enemy unit if any creatures when determining the unit’s speed and creature in the unit is within 5 feet of the target. movement types. The riders use their mounts to It can make an attack at range if all its members move.
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